As always we will have a collection of house rules. These rules are used to either enhance the gaming experience, making it either more fun or more challenging, or used to help keep the game going at a reasonable pace. Paragon Tier combat is notorious for bogging down and taking forever, so we have some new house rules to help deal with that.
- Action Points: You will receive an action point after every encounter instead of every two encounters. One action point can be spent to add a bonus 1d6 to any attack roll, skill check or damage roll (Not maximized on a critical hit). Spending two action points will grant you an additional standard action, and also trigger the action point bonus from your paragon path (which normally only activates when spending action points to take an additional action). Spending one action point can only be done once per turn, spending two can only be done once per encounter.
- Injuries: When you are knocked unconscious (reduced to 0 or less), there is a chance to gain an injury. Injuries will impede your character in some way depending on what kind of injury is sustained. You may attempt to treat your injury with a Hard DC Heal check (an additional -4 to the Heal Check if this attempted in combat). However, if you fail the check, the injury will become a Complicated Injury. Complicated Injuries can only be treated at a House Jorasco healing house.
- Champion Enemies: Powerful NPCs and Enemies exist in the world. They have protections and training that exceed your normal rabble and monsters. Due to this, many status effects will have diminished effects on Champion enemies.
- Burst/Blast Attacks: When attacking with an area attack that affects multiple targets, you roll your attack once, instead of once per each target. The result is applied to all targets.
- Opportunity Attacks: Opportunity Attacks are now classified as Immediate actions, not Opportunity actions.
- Critical Skill Checks: A skill check will be able to critically succeed on a natural 20 granting you a stupendous result on your check, possibly by adding bonuses or learning secret information. On the other hand, a result of a natural 1 will always result in a critical failure wreaking havoc and misfortune on whatever you trying to do.
- Reliable Encounter Powers: If an Encounter Attack Power fails to hit any targets or grant bonuses to any allies, it is not considered expended and can be used again. Daily Attack Powers do NOT benefit from this, as they normally are already reliable or do something on a miss.
STEALTH: As part of any move action or an action that allows a move you can make a stealth check. Your stealth check becomes your HIDDEN score. (-5 if you moved more than 2 squares)
Everyone else uses their passive perception as their AWARE score. This can be improved by taking a minor action to roll a perception check to become a new AWARE score.
As long as your HIDDEN score > their AWARE score, you cannot be targeted by melee or ranged attacks (Area and close attacks can still target you), and you gain combat advantage over them.
You stop being HIDDEN by either Attacking, doing something that makes lots of noise (DM discretion).
You are detected and can be targeted when their AWARE > your HIDDEN. This can be modified by being in partial cover/concealment (-2 to AWARE), total cover/concealment (-5 to AWARE) or no cover/concealment (+5 to AWARE).